My Timewalker hero class concept (short)

Timewalkers

Introduction
I've been interested with this faction as a hero class since their appearance in the card games. Though I think time magic is the domain of mages on the class level, I still think this could make an interesting hero class if Blizzard decided to go this route. It also benefits them that they fit in the open mail armor slot, and could fill the final full hybrid slot still open.

So here is my brief Timewalker concept. Feedback is always appreciated. This won't be as long as my usual class threads either.

Timewalkers are heroes who swear an oath to the Bronze Dragonflight. In this process, their former skills are removed, and are granted various new abilities to better serve the Dragonflight. Timewalkers would make an excellent hero class due to their history as established heroes and adventurers. This aligns itself well with the Timewalker lore, and with Blizzard's established hero class system. It wouldn't make sense for this class to start at level 1. The Caverns of Time would appear to be the best location for this class to start.

Shared abilities:

Summon Bronze Dragon: All Timewalkers have the ability to summon a Bronze Dragon to assist them in battle. The Bronze Dragon will last for 45 seconds, and perform a task based on the Timewalker's specialization.

Tank: Bulwark: The Dragon will increase the armor of the Warden, taunt enemies, and blast targets with a stream of fire.

DPS: Destruction: The Dragon will lay waste to enemies with a stream of fire that also reduces their resistance to damage.

Healing: Restoration: The Dragon will unleash flames in an area of effect, that heals allied and harms enemies. This healing/damage works with the Weaver's Expansion ability.

Nozdormu's Presence: (Cooldown) Increases Haste by 20% for x seconds.

Specs

Wardens:

Tanking spec. Wardens utilize a variety of time mechanics in order to properly defend their allies as well as the time lines. Wardens use 2h weapons

Sample Abilities;

Temporal Force: (Cooldown) Attacks done to you increase your attack speed by 5% per stack. Stacks up to 10 times. Lasts 12 seconds. At maximum stack, the wings of Nozdormu erupt from the back of the Warden, dealing damage to all targets near the Warden, and increasing the power of its attacks for a brief time.

Onislash: Strikes the target twice, refilling your resource.

Chrono Trigger: Releases temporal energy into a wave of power that damages all enemies in an 8 yard radius and causes threat.

Temporal Rush: The Warden sends a temporal copy of himself rushing forward, dealing arcane damage to all enemies in a line. At the end of the rush, the last enemy struck will be briefly immobilized. While the rush is active, the Warden can teleport himself to his temporal copy.

Time Slip: (Passive) As the Warden attacks opponents, he creates a rift in the timestream, causing a version of himself from an alternate timeline to emerge to assist him in battle. Damage is divided between both versions of the Warden during duration.

Horizon (passive) Your melee attacks have a chance to stop an opponent in time for 3 seconds. Doesn't work on players.

Watchers:

Watchers use their temporal abilities to gather intelligence, spy on any threats to the timestream. They are ranged/melee hybrids, combining magic spells with strong melee abilities.

Sample abilities:

Temporal Blade: The Watcher fills a blade with temporal energy, and throws it at a target, damaging them over time, and reducing their movement speed. Duration and damage is determined by the amount of temporal energy.

Phase Shift: The Watcher shifts out of visibility, gaining the ability to move at maximum speed through physical units--doing harm to any enemies it passes through.

Time Jump: (cooldown) The Watcher teleports backwards 20 yards, releasing itself from any binds or holds, and restoring whatever HP or temporal energy it had 4 seconds before.

Dragon Slash: The Watcher sweeps their blade around them, inflicting damage to any enemies within 5 yards. The strike also causes flames to project outward from the caster, inflicting damage to any enemies within 10 yards in front of the caster.

Focal Point (3 charges) Fires a ball of arcane energy forward that moves very slowly towards a target. The further the ball is from the Watcher, the less power it will have, but its speed will increase. You can have a maximum of three Focal Points active at once. However, if another FP is active, the other one will not move, and will still in place until the one summoned before hand has reached its target. While stationary, the Focal Point will deal damage and knock back any target that hits it. FP's cooldown will not begin until one of them has hit its target.

Head Start: (cooldown) Instantly reduces the time remaining on all of your cooldowns by 15 seconds.

Weavers:

Weavers use their abilities to heal and protect both the timestream as well as their allies.

Chrono Shield: Envelops a target in temporal bubble for 15 sec. Damage taken while shielded will be healed back over 30 secs. Can be cast on multiple targets.

Slow Time: Envelops a 10 yard area in a field of slower time. Enemy projectiles and enemies caught in the field are slowed. Any damage taken by an ally target is spread over time. Damage over Time is reduced and spread over a much longer period of time.

Expansion: Converts DoTs into HoTs. In addition, extends the duration and intensity of beneficial healing over time abilities and shields, and Damage over time abilities of enemies. (8 second CD)

Wormhole: Teleports a target to your location, healing them and purging them of negative magical effects in the process.

Temporal Rune: The Weaver places a protective time rune on an ally, teleporting the ally back in time if they take lethal damage. Only one Temporal Rune can be placed on a target at a time.

Flames of Nozdormu: The Weaver breathes fire, igniting the target, and burning them with the fires of time. Allies are healed over time, and enemies are damaged over time.

Thanks for reading. Hope you enjoyed a more abbreviated hero concept! Please participate in the poll.

Expansion should have a 8-15 second CD. I've made the edit change. So while they could stop a few DOTs, they wouldn't be able to stop too many of them.

The way you're talking about it now, I'm getting the feeling that it only converts one dot into a hot (which is much better). If that's the case, the description probably shouldn't say "Converts DoTs to HoTs", because there's an implicit "converts all" in there.

The way you're talking about it now, I'm getting the feeling that it only converts one dot into a hot (which is much better). If that's the case, the description probably shouldn't say "Converts DoTs to HoTs", because there's an implicit "converts all" in there.

it gets worse when you consider how some classes are VERY dependent on DoTs to do damage (feral mastery is entirely based on increasing bleed damage for instance), plus it "increases the duration and intensity of healing over time abilities and shields and damage over time abilities of enemies" which sounds like it would make someone easily get from 10% health to full in PVP just off popping that ability against a DoT heavy enemy.

chrono shield would need specific numbers on how much it can block and heal back because that too can easily turn into an instant guaranteed survival button if enemies focus someone (they manage to do enough damage to kill you three times over? you get it all back over 30 seconds, and it can be spammed on everyone in the group too.)

phase shift? you're giving them full movement speed, what seems like temporary invincibility and invisibility, AND hurting people they pass through with no chance of any retaliation. pally bubble can be infuriating enough as is but even it has some counters and you can see where they are to avoid the damage, this just makes it nearly impossible to avoid and absolutely impossible to counter.

time jump: again,guaranteed survival button, charge into a swarm, AoE like crazy, time jump out when they all turn on you and spontaneously have full health and power again.

dragon slash: AoE and cone effect? do people receive damage from both? if so it would have to be fairly limited or it just winds up being a double attack for every use.

headstart: no. just no. we already have too many cooldown reductions on classes with gimmicks, we don't need another class that can get a cheap and easy panic button way earlier than they should simply because they have another button that can make it instant or 10-15 seconds.

temporal force: ok stacking offensive buff for tanks...why would a tank need this all they need to do is keep agro and stay alive.

gravity well: even worse, a debuff like this should NOT be passive, if it is then it causes preference for the class with that ability in PVP because they'll be even easier to heal through a fight with multiple enemies, and considering they don't need to do anything to maintain it most of those enemies can't get away when they start winning through sheer health and heals and the temporal force ability.

chrono trigger: well that reference was inevitable, how much damage and wouldn't it be simpler to just return the game to the days of AoE taunt if that's your goal?

temporal rush: so...line based charge/damage dealing ability, chi torpedo but with a built in immobilize.

time slip: double damage given half damage taken...again.. WHY WOULD A TANK NEED THIS? yes the half damage taken benefits them but at the same time the role of a tank is not to hit harder it's to keep the enemy from hitting the group.

summon bronze dragon: so every single spec gets damage dealing on top of a buff to their own spec and it's baseline...fun.

why did I click the topic? I mean I KNEW it was a teriz thread as soon as it said "class concept", and I knew I'd have issues with the mechanics and any attempted lore justifications... I'm just gonna go now before I get called a troll for posting this.

...at this point it's almost guaranteed that "war in warcraft" is garrosh getting on his incompetent podium to declare yet another group his enemy for the crime of breathing his air, alliance saying this is horde favoritism, and the more....special....yes.. let's go with special... horde players seeing garrosh as a god because he lets them attack the alliance players who keep saying that out being led by a moron is horde favoritism.

Timewalkers aren't a class, they are an organisation made up of numerous different representative classes from wow, including druids, shaman, mages, even death knights. That said, the idea of a class that manipulates and weaves time could standalone and be an interesting niche so long as they don't keep trying to force arcane mages into that route.

If it's not an elf, leave it on the shelf.
The bitch formerly known as Moon BladeNight Elf Liberation Front N.E.L.F.Trolling so advanced and evolved it should be Elfing
Something mean about trolls.

And insane. Not only does the blue and green dragon flights overlap with existing classes, there's no way to represent all five dragon flights in a single class.

Timewalkers has been the best version of a Dragonsworn class I've seen.

You could argue all the Dragonflights are warriors...with special powers. Red's are Druids and mages(Krasus we love you!), partly shaman barring the Earth. Green Dragons are Druids all the bloody fricking way. Blues are MAGES 4lyfe Black Dragons are Earthmancers and what not and at times casteers and pretty much any class when you think about it. Bronze Dragons are mages sorta/warlock etc

Time Slip: (Passive) As the Warden attacks opponents, he creates a rift in the timestream, causing a version of himself from an alternate timeline to emerge to assist him in battle. Damage is divided between both versions of the Warden during duration.

Awesome way to mitigate damage, nice idea and would love to see something like that in game.

Originally Posted by want my Slimjim

You don't stand next to someone and speak In Spanish in an uncrowded area. Thats not a freedom concept.

This is a class concept I could really get behind. I'd prefer Watchers to be fully ranged because (as I've said a dozen times) the game could really use a class that has a tank spec AND a ranged spec that doesn't involve shapeshifting. I like my characters, not bears. The spells outlined above are fun and I'm a sucker fr two handed tanking, so job well done. Oh, and if the summoned dragons could breathe sand instead of fire (like the dark portal / medivh instance) that would be great.